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@@ -503,16 +503,16 @@
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</apparel>
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<comps>
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<li Class="WulaFallenEmpire.CompProperties_ApparelInterceptor">
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<!-- 基础功能 -->
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<radius>1.25</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>150</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<radius>1</radius> <!-- 护盾半径,决定了拦截范围 -->
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<hitPoints>50</hitPoints> <!-- 护盾的生命值,每次拦截会消耗 -->
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<rechargeDelay>2800</rechargeDelay> <!-- 护盾破裂后的冷却时间 (ticks) -->
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<maxBounces>3</maxBounces>
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<!-- 拦截类型 -->
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<interceptGroundProjectiles>true</interceptGroundProjectiles> <!-- 是否拦截地面弹丸 (如子弹) -->
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<interceptAirProjectiles>false</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>false</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<interceptAirProjectiles>true</interceptAirProjectiles> <!-- 是否拦截空中弹丸 (如炮弹) -->
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<interceptNonHostileProjectiles>true</interceptNonHostileProjectiles> <!-- 是否拦截非敌对弹丸 -->
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<!-- 视觉与音效 -->
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<color>(0.9, 0.2, 0.2, 0.5)</color> <!-- 护盾气泡的颜色 (RGBA) -->
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@@ -520,13 +520,14 @@
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<soundBreakEffecter>Shield_Break</soundBreakEffecter> <!-- 护盾破裂时的音效 -->
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<reactivateEffect>BulletShieldGenerator_Reactivate</reactivateEffect> <!-- 护盾冷却结束后恢复的特效 -->
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<drawWithNoSelection>false</drawWithNoSelection>
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<!-- EMP 效果 -->
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<isImmuneToEMP>false</isImmuneToEMP> <!-- 是否免疫EMP伤害 -->
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<disarmedByEmpForTicks>600</disarmedByEmpForTicks> <!-- 被EMP击中后,额外的眩晕/瘫痪时间 (ticks) -->
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<!-- 被动恢复 -->
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<rechargeHitPointsIntervalTicks>60</rechargeHitPointsIntervalTicks> <!-- 未破盾时,每隔多少ticks恢复1点生命值 -->
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</li>
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</comps>
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</ThingDef>
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